Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Matrefeytontias on April 24, 2012, 05:53:34 pm
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Hi guys !
Here is my Ti-Concours entry for the 3rd round ! Jetpack 8x+ is a port of the famous game Jetpack Joyride of the iDevices, for all the 83+/84 calculators :)
I started it something like a month ago, just at the end of the 2nd round, so I nearly finished it, even I can add a lot of features.
In this game, you are Barry, a man who stole the secret Jetpack, and you have to escape the labo alive by avoiding zappers (electric arcs), rockets and lasers.
Of course, the game is endless and you just have to run the furthest you can.
Here is the last screenshot (it's outdated !) :
(http://mattias.refeyton.fr/espace-ti/jetpack/8.gif)
I still have to increase difficulty when you run, else a good player will run and run and run and run and run ...
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Great one !
Is the game on-calc at the same speed as on the gif ? If so, I think you could increase the speed a little bit, or make the game scrolling faster and faster.
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Just had a random thought: if it scrolls one pixel per frame and you get it to run at ~60 fps, you might be able to get away with having a monochrome background and have the scrolling act like the scanlines. Then it might run a bit faster, only having to scroll one buffer?
Not sure how running would be done, tho..aside from maybe scrolling three pixels at a time or having the normal walk be slowed down?
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wellen,m you accidentally doiuble posted.
edit accidentally made some typos x.x
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Yeah, I think use only the background of the back-buffer will speed it up a lot, I'll test
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Up !
I removed the back-buffer of the background image, which downsize the program of 1512 bytes and speeded it up a lot !
Here is the real last screen (I added Pause 20 at the end because the program was too fast XD ) :
(http://mattias.refeyton.fr/espace-ti/jetpack/9.gif)
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Just shift the back buffer and only draw the new line you've shifted in!
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judging from the fact that you are shifting the buffer before updating the screen, i'm guessing you are, indeed, drawing the entire background every frame rather than just the rightmost column of pixels. if you were to swap drawing the entire background in monochrome for drawing only the rightmost column it would mean a change from 96 sprites for monochrome to 32 for greyscale.
if you're doing it that way already, though, then my mistake :P
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I can't do that, I need to use ClrDraw each frame because of particles anims and the very large amount of sprite I can't mask. So I clear the screen and rewrite the whole shifted buffer each frame.
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you can, indeed, do that. if you're going to keep it monochroms, just draw the background on the back buffer and copy it over, and if you want greyscale, make a couple of backup buffers with an appvar or something. it will be a LOT faster. if you're drawing the background in monochrome, it's 16 pt-on( s and a single conj( instead of 96 pt-on( s
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Oh no, I'm not using any drawing functions, just bit storage in L6, so it's really fast (I use Horizontal - and Copy(Pic1BG,L6))
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wait, so do you have separate frames for every look the background can take, then?
if so, then that would be very fast, absolutely massive, and not require horizontal at all. if not, then i don't understand...
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O.O it would take 48*1512 bytes of hex :w00t:
That's not it, here is how I do : - I copy the two first rows of pixels at the end of the buffer
- I shift the buffer
- I copy the buffer to the screen
The screen is updated at the end of the frame.
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so you're copying with a loop that runs through the data, copying line by line? that still seems like it would be slower than the sprite commands.
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Maybe, but the fact is I have the whole image in plain hex, and that's not the good format for sprite commands. Also, bit manipulation is really fast ...
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it isn't too difficult to convert.
why do you have the whitespace on the right, anyways, can't you just use horizontal, grab the next two columns of pixels and draw them?
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That's useless, it only add an offset to the source ... What are the good points ?
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Up !
New version, with optimized code and new death animation :D :
(http://mattias.refeyton.fr/espace-ti/jetpack/11.gif)
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Sweet! I love the new animation!
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Big update !
Now, the speed is increasing as you run further, and the space between each zapper is decreasing ! So you can have 3 zappers on the same screen ! Also, I had a pause menu, check it ! :)
(http://mattias.refeyton.fr/espace-ti/jetpack/13.gif)
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dude, that's awesome Ö it really is great! i love it.. and to be honest, it really looks like the orignal game, which means...
...+1
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Wow, i'm gonna try it tommorow. I like jepack joyride very much so i hope this one is good, looks good :P
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You couldnt add the running dudes? D:
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Ah the scientists, i think he maybe could add a few, that would be nice
Notice: you run trough and would get a strange image when doing that
EDIT1: changed typo
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Wha, that is truly epic!
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Looking good :)
I second the call for scientists! And variable-size zappers? Coins? Powerups? ;)
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Looking good :)
I second the call for scientists! And variable-size zappers? Coins? Powerups? ;)
Third-ed! And a +1! And a download! And a, "Wish you luck" cake! :D
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Thank you all :)
In fact, this program is running at 6 MHz, so add the scientists will make it run sloooooooooowly :w00t:
Also, this program is very big (7800 bytes compiled in Noshell) because I have serious problems with the GetCalc commands.
I have 3 big 768 bytes images, and unfortunately I can't use GetCalc more than one time, and I do it ... for highscores :w00t:
However, if I find how to pass through this GetCalc problem, I can gain more than 2000 compiled bytes O.O
At last, if you want to try it, here is a demo version : http://mattias.refeyton.fr/espace-ti/jetpack/jetpack.8xp !
Enjoy, tell what you think of it, and eventually give me your vote on the site of the Ti-Concours ;) !
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I'm gonna download it when i get time, i'm gonna give it to my friends and ask what they think
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Well, with the size it isn't to bad IMO as it is so epic, but maybe you could still optimize some stuff and make it smaller! :D
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The getcalc stuff is also experienced here. D:
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What exactly are your problems with GetCalc()?
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First, I wanted to use GetCalc() with 3 appvars of 768 bytes. But once I used GetCalc 3 times, the appvars got unbelievable sizes (between 16 and 32768 bytes) and if I try to delete them -> RAM clear.
Maybe I'll try to use one single appvar with 768*3 bytes inside.
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Retarded question over here! How can i run it corectly and how to jump? :P
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You probably need a shell to run it :P
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No, it's Noshell, you can run it by typing Asm(prgmJETPACK) and you jump with 2nd.
Also, 2304 bytes appvar is working ! Now my program is under 6000 bytes instead of 7800 :D But before, you need an installator. Here is the pack if you want to try it : http://mattias.refeyton.fr/espace-ti/jetpack/jetpack8x+.zip
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Wha, I just tried this game and it rocks! Great work!
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Pretty fun, does it have enemies and power-ups?
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I'm working on adding vehicles (I'll add teleporter, anti-gravity costume and super bike if I have enough time) but like in the original game, zappers, rockets and lasers are all the enemies you have to avoid :)
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Maybe you should add that the game is automaticly being displayed at the most ideal contast?
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First, I wanted to use GetCalc() with 3 appvars of 768 bytes. But once I used GetCalc 3 times, the appvars got unbelievable sizes (between 16 and 32768 bytes) and if I try to delete them -> RAM clear.
Maybe I'll try to use one single appvar with 768*3 bytes inside.
be sure you're using appv and not the lower case v token to preface your appvar names. if you forget or mistype things, what you are describing will happen.
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Maybe you should add that the game is automaticly being displayed at the most ideal contast?
That is impossible as not everyone would like the contrast as it would be set. Personally, I like when the contrast is kind of low and I know someone who likes it high. With automatic contrast set, at least one of us would not be contented ;)
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And setting an automated contrast and an extra option for adjusting it?
Whatever, never mind
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And setting an automated contrast and an extra option for adjusting it?
Whatever, never mind
But if there is an option to set the contrast, it is useless to set it automatically :P
Also, as this game doesn't involve a lot of grey, a "bad" contrast wouldn't be that annoying.
On the contrary for example, TinyCraft and MisterOops!! have greyscale setup so you can see everything well :)
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Update !
I added the teleporter, starting a pack of 3 vehicles ! Here is the screenshot (also showing the pause menu, which I forgot in the previous screen :D ) :
(http://mattias.refeyton.fr/espace-ti/jetpack/14.gif)
I think it's pretty cool, although I haven't done any transition nor anything else, but I'll do it this evening :) (I'm french ;D )
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Wow this game is getting badass.
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Looks sweet. Good job!
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Very nice, but isn't it possible to make the teleporter go faster? In the real game it's going fast, even after you transported. And maybe add that when the teleporter dies you stay allive?
But in general, VERY NICE
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Big update again ! :D
I can't speed up a lot the game because basically, it's slow, there are a lot of calculus done during a frame :(
BUT, for your second request, I've done it during the day ! And I also added the anti-gravity costume :thumbsup:
(http://mattias.refeyton.fr/espace-ti/jetpack/15.gif)
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Wow, that's nice :)
It rocks man :)
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Aaaand ... the last update during the Ti-Concours (it'll be others :) ) :
(http://mattias.refeyton.fr/espace-ti/jetpack/16.gif)
You can test it if you want : http://mattias.refeyton.fr/espace-ti/jetpack/jetpack8x+.zip
Please share your comments :D !
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Hm, I'm still thinking it would be possible to have a crosshatched picture so it looks like grayscale in the background..but looking good anyway :)
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When da concours is over, you should ask Runer to optimize it speed-wise then add the scientists I really want those.
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I don't want the others to do the work for me <_< I'll see if I can, if I can't add scientists, I won't.
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woah nice :thumbsup: it is just like jetpack joyride i got it on my iphone
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Woow, pretty screen and nice score ! :D
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Yes it is, i downloaded latest version today and i love it
Maybe later if you have time (and if it wouldn't take away to much speed) you can add archievements
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@stevon8ter : yes, I planned this :thumbsup:
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Yay :P
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I don't want the others to do the work for me <_< I'll see if I can, if I can't add scientists, I won't.
You can ask Runer to optimize it, can't you? :\
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I can but I don't want, this project must be mine, sorry.
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Up !
With the help of thepenguin77, I now have a 82 stats / 83 working version !
Project added in the download section, but still waiting for the validation :/ (the zip contains both versions, 83 and 83+)
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This looks nice, but I feel the gameplay could use a little work :) Are you planning on adding other elements to the game?
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Yeah, of course, I planned to add more things :thumbsup:
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So, still worked on this project after contest? Or are you first busy with another project?
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Jetpack 8x(+)
http://www.omnimaga.org/index.php?action=downloads;sa=view;down=806
Here is the famous iDevices game ported to all your z80 calculators, from Ti 82 stats.fr and Ti 83 to Ti 84+ SE !
Fly with your Jetpack to avoid electric arcs, rockets and lasers, and use vehicles to run further and further !
Readme included :)
Original by Halfbrick
83+ version in Axe by Matrefeytontias
Converted to 83 ASM by Matrefeytontias and thepenguin77
(http://mattias.refeyton.fr/espace-ti/jetpack/16.gif)
Also works on a TI 76.fr !
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I guess nobody noticed there were downloads awaiting approval for weeks <_< Sorry. There's your automatically generated topic ^
Also fun game, and congrats on the ticalc.org feature!
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In fact, he reuploaded it so I could test it on a 76.fr and tell him it works. And it works. So the "Doesn't work on a TI 76.fr" has to be changed :)
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Heh , really amazing project !!